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Big RPGs like The Witcher 4 and Cyberpunk 2 have CD Projekt Red in a "dangerous place," warns BioWare veteran, with costs and sales expectations exploding
BioWare veteran Mark Darrah expresses concern that CD Projekt Red's ambitious slate of upcoming games, including The Witcher 4 and Cyberpunk 2, places the company in a financially dangerous position. He argues that the escalating costs and sales expectations for AAA titles, exemplified by Grand Theft Auto 6, create immense pressure, requiring games to sell tens of millions of units to be profitable.
CD Projekt is in "a really dangerous place", says Anthem's executive producer, pointing to ballooning costs of making games of that scope and quality
Former Bioware executive producer Mark Darrah warns that the triple-A game industry is in a 'dangerous place' due to ballooning development costs and hyper-specialization, predicting a market bifurcation. He highlights how massive teams and extended development cycles, exemplified by Grand Theft Auto VI's delays, increase financial risks, potentially leading to more studios adopting smaller, focused models with significant outsourcing, like Sandfall Interactive.
"We are here to give you something to believe in": the former Disco Elysium devs of Summer Eternal reveal new RPG Red Rooster, a game of fire, water and alternate selves
Former Disco Elysium developers have formed a new studio, Summer Eternal, and revealed their upcoming RPG, Red Rooster. The game is described as a spiritual successor to Disco Elysium, featuring a 3D real-time third-person perspective, a magic realist setting, and a physics-powered sandbox with a focus on fire and alternate selves. The studio aims for an anti-capitalist approach to game development, though the game is still in early pre-production and seeking funding.
Dragon Age: The Veilguard failed because EA demanded yearly releases from BioWare and pushed senior devs to Anthem, says…
Former BioWare lead Mark Darrah attributes the commercial failure of Dragon Age: The Veilguard to Electronic Arts' demand for yearly releases and the strain placed on senior developers by projects like Anthem. Darrah explained that constant deadline shifts and a lack of long-term project oversight prevented the team from adequately developing the game, leading to its muted reception.
Kill.Switch - Det bortglömda spelet som Gears of War snodde sitt bästa trick från
The article discusses how the 2003 Namco game Kill.Switch, largely forgotten today, was the true originator of the cover-based shooting mechanics popularized by Gears of War. While Kill.Switch received mixed reviews and was not a commercial success, its innovative 'Offensive Cover System' directly inspired Gears of War and later titles like Uncharted and Rainbow Six: Vegas, fundamentally changing the third-person shooter genre.
14 years later, Troy Baker is still embarrassed by his Mass Effect 3 role: "There's so many reasons why I shouldn't have played that character"
Actor Troy Baker expressed embarrassment regarding his role as Kai Leng in Mass Effect 3, citing numerous reasons why he felt he shouldn't have played the character. Baker's sentiment mirrors widespread fan criticism of Kai Leng, who is often cited as one of the franchise's most disliked characters due to his design and actions.
Star Wars Jedi 3 to be revealed this year and launch in 2027 claims insider
An insider known as FivesWalker claims that the sequel to Star Wars Jedi: Survivor, tentatively referred to as Star Wars Jedi 3, will be revealed before The Game Awards in December 2026 and launch in 2027. While the Star Wars franchise has faced challenges in film and TV, its video game arm, including titles like Star Wars Jedi: Survivor and Star Wars Outlaws, is performing strongly. The third installment is expected to conclude the Jedi trilogy, though director Stig Asmussen will not return.
Former Dragon Age executive producer Mark Darrah explains what he'd change about each game: 'It's kind of…
Former Dragon Age executive producer Mark Darrah shared his thoughts on what he would change about each game in the series. He suggested reducing or cutting the dream sequence in Dragon Age: Origins, addressing the forced conflict in Dragon Age 2, and streamlining the open-world bloat in Dragon Age: Inquisition. For the upcoming Dragon Age: Veilguard, he proposed adding the Keep.
Ex-Dragon Age lead settles the score on Origins' most controversial sequence: The Fade is "filler" and…
Former Dragon Age: Origins co-director Mark Darrah has stated that the game's controversial Fade sequence is "filler" and "not very good content." He suggested that the dream sequence part from the Mage Tower could be cut or dramatically reduced, admitting it was done quickly and hasn't aged well. This opinion from a lead developer solidifies the general consensus among players that the sequence was a rushed attempt to pad the game's runtime.
'It's Not Great Content': Ex-Dragon Age Exec Says He'd Now Change or Ditch Several Key Moments From the Series
Former BioWare executive Mark Darrah believes several key moments in the Dragon Age series could be changed or removed. Having worked at the studio for over 20 years, Darrah expressed his critical views on certain narrative choices within the beloved fantasy RPG franchise.
Wookiepedia still feels like home
The author reflects on the enduring presence and personal significance of Wookieepedia, a fan-run wiki for the Star Wars universe. Specific entries like Revan from Star Wars: Knights of the Old Republic are highlighted as formative experiences, underscoring the wiki's role as a valuable resource for CRPG fans.
Mark Darrah, co-director of Dragon Age: Origins, has played Riven for 3 minutes and Factorio for 832 hours: 'If you want to know what kind of programmer someone would be, have them play Factorio'
Former BioWare director Mark Darrah discusses his gaming habits, highlighting an 832-hour playtime in Factorio and a brief three-minute session with Riven. Darrah, known for his work on the Dragon Age series, shares insights into game development, programming, and design, emphasizing the lessons learned from playing games like Factorio and his past projects.
Diablo 5 doesn't have towns or safe zones because you're the safe zone now, buddy: "You and your band of…
Diablo 5 will feature a unique approach to safety zones, with players and their traveling caravan serving as the primary safe havens in a fallen world. Executive producer Matt Zitterman explained that this design choice aligns with the narrative and the game's return to randomized dungeons. The caravan will grow with survivors, becoming a hub for merchants, crafters, and companions, offering deeper storytelling opportunities.
Diablo 5's narrative lead is a BioWare vet who says the new caravan system gives the ARPG the "best elements of traditional RPGs" like Dragon Age and Baldur's Gate
Diablo 5 will feature a new caravan system instead of traditional towns, inspired by BioWare veteran Jennifer Hepler's experience with games like Dragon Age and Baldur's Gate. Hepler, Diablo 5's narrative director, stated this system brings traditional RPG elements to the ARPG formula, allowing interaction with followers who have personalities.
BioWare crunched "21 days on, one day off" making Mass Effect, says former dev: "That was really, really…
Former BioWare cinematic designer Armando Troisi revealed that the development of the original Mass Effect involved extreme crunch, with teams working "21 days on, one day off" to meet impossible goals set by director Casey Hudson. Despite the grueling conditions and technical challenges of using a new engine, IP, and console, Troisi expressed pride in the final product, calling it a profound interactive film.
EA’s New Owners May Be Considering An Even Bigger Gaming Empire
Saudi Arabia's Public Investment Fund (PIF) has become the majority shareholder of Electronic Arts and is reportedly considering merging it with Savvy Games Group, another PIF-owned entity. This potential consolidation, which could also involve Moonton, Scopely, and SNK, aims to improve coordination among the PIF's gaming assets. However, the move faces regulatory scrutiny due to the vast number of major franchises that would fall under one umbrella, and employees fear significant cost-cutting measures, including layoffs and studio closures, may be implemented.
Dragon Age Origins is a broken mess. Thankfully, six devs are trying to change that
Dragon Age: Origins, a beloved fantasy RPG, suffers from significant performance issues on PC, making it difficult for new players to enjoy. A dedicated team of six developers is working to decompile its source code for modernization and improved modding support, aiming for a community-managed release without direct profit motive.
Mass Effect Team Can Make a Great Game if Left Alone, Says Former Cinematic Designer
Former Mass Effect cinematic designer Armando Troisi believes the current BioWare team can create a great new Mass Effect game if left to their own devices, citing the presence of original developers. He contrasts this with the challenges of the live-service era and corporate interference, expressing optimism for BioWare's ability to excel at narrative-driven RPGs. However, concerns are raised about Electronic Arts' financial situation and potential focus on live-service titles.
Ex-BioWare designer says doom and gloom about the next Mass Effect is overstated: 'I think that they can do…
Former BioWare designer Armando Troisi believes skepticism surrounding the next Mass Effect game is overstated, asserting that the studio excels at single-player, narrative-driven RPGs when left to their own devices. He suggests that the studio needs to return to its core formula, free from the pressures of live-service development and external stakeholders, to recapture its former glory.
BioWare doesn't need advice for Mass Effect 4, says veteran designer, as long as "people get out of the way"
Veteran designer Armando Troisi believes BioWare's current team, which includes many original developers, doesn't need outside advice for the next Mass Effect game. He emphasizes that allowing the creators to work without interference is key to producing the magic they are known for, particularly in single-player, narrative-driven RPGs.